Global Retry Settings

Global settings are those Retry options that are used project-wide, these options must be in the retry_config/settings_global.asm file. To override any of these settings you can change the Local Settings.

Contents


Default Retry behavior Settings

!default_prompt_type
Value Details
0 Retry prompt & play the vanilla death song when players die.
1 Retry prompt & play only the death sfx when players die (music won't be interrupted).
2 Instant retry (no prompt & play only the sfx: the fastest option; like "yes" is chosen automatically). In this option, you can press start then select to exit the level.
3 No retry prompt/respawn (vanilla death: as if "no" is chosen automatically, use this if you only want the multi-midway feature). Note: you can override this per sublevel (see Local Settings - %checkpoint) and also at any point by setting a certain RAM address (see RAM Info page for details).

Quality of Life Settings

!initial_lives !infinite_lives !midway_powerup

Counterbreak Settings

Options reset the corresponding counters/items when the player dies and/or when going to the Overworld. Useful for Kaizo and collab hacks.

Setting Details
!counterbreak_yoshi Removes Yoshi
!counterbreak_powerup Removes power up state from Mario
!counterbreak_item_box Clears any power-up in the player's Item Box
!counterbreak_coins Resets the coin counter to zero.
!counterbreak_bonus_stars Resets the Bonus Stars counter to zero.
!counterbreak_score Resets the player's score to zero.

Setting options:


Quality of Life Fixes Settings

Setting Details
!fast_transitions If 1, level transitions will be much faster than usual.
!initial_facing_fix If 1, it fixes the issue where some sprites don't face Mario when entering a level for the first time. It's suggested to enable the fix to make sprite behavior consistent between the first and all the next level reloads.
!time_up_fix If 1, it fixes the issue where dying in a level with the timer set to 0 shows the "TIME UP!" message when exiting the level.
!item_box_fix If 1, it fixes the issue where you can drop the reserve item in the item box by pressing Select while Mario is dying or while the Retry prompt is shown.
!no_yoshi_intro_fix If 1, it fixes the weird behavior where levels 12E-13B always use the "No Yoshi Sign 2" intro regardless of the tileset / custom "No Yoshi Intro" patches.
!disable_hurry_up If 1, it removes the "Hurry up!" SFX and tempo hike effect that happens when reaching 100 seconds on the timer. If not disabled, the death song will be played when dying during the tempo hike effect (regardless of the settings), to reset the tempo of the song after respawning.
!pipe_entrance_freeze This controls whether to freeze sprites during a level's pipe entrance (it doesn't affect other entrance types). 0 = don't freeze 1 = freeze (recommended) 2 = vanilla: freeze only if sprites were frozen when exiting the previous room (e.g. if you entered a pipe, but not if you entered a door). This can be inconsistent if exiting and re-entering the level.
!always_start_select If 1, Start+Select out of a level is always possible. Otherwise, it's only possible with the instant Retry option, or with the Retry prompt with the "Exit" option disabled, or if the level is already beaten like vanilla.
!death_camera_lock If 1, the camera won't scroll vertically during Mario's death animation.
!reset_dsx If 1, DSX (dynamic) sprites status is reset on level load.
!reset_boo_rings This determines what happens when you die on the title screen.
  • 0 = vanilla (Boo Rings will retain the previous positions, not recommended for Kaizo).
  • 1 = reset Boo Rings positions on death.
  • 2 = reset Boo Rings positions on death and on level load.
!title_death_behavior This determines what happens when you die on the title screen.
  • 0 = vanilla (after dying a glitched version of the title screen will load, causing a softlock. Use this if you either don't care or want to do something custom with it.)
  • 1 = play vanilla death animation and reload title screen (note: death music only works with AddmusicK!).
  • 2 = instantly reload the title screen.

Sound Effects Settings

!death_sfx = $20
!death_sfx_addr = $1DF9

!death_jingle_alt = $FF

!option_sfx = $01
!option_sfx_addr = $1DFC

!cursor_sfx = $06
!cursor_sfx_addr = $1DFC

!room_cp_sfx = $05
!room_cp_sfx_addr = $1DF9

!enter_level_sfx = $00
!enter_level_sfx_addr = $1DFC
!enter_level_delay = $02


Save and SRAM Settings

!sram_feature = 1 !save_on_checkpoint = 0 !save_after_game_over = 1

Custom Midways Settings

!use_custom_midway_bar = 1 !max_custom_midway_num = 8

Retry Prompt Settings

!fast_prompt !retry_death_animation !prompt_speed !prompt_freeze !prompt_cooldown !exit_animation

This controls what happens when hitting "Exit" on the Retry prompt. Note: when dying before going to Game Over, the vanilla animation will be always played regardless.

!no_exit_option !no_prompt_box !dim_screen !brightness

!exit_button = %00100000
!exit_button_address = $16

!no_prompt_draw

!text_x_pos = $58
!text_y_pos = $6F

!cursor_setting = 1 !cursor_oscillate_speed = 2 !prompt_wave = 0 !prompt_wave_speed = 2

!letter_palette = $08
!cursor_palette = $08

!no_score_sprites_on_death = 0

Sprite tile number for the tiles used by the prompt ($00-$FF = SP1/SP2, $100-$1FF = SP3/SP4). These will be overwritten dynamically when the prompt needs to show up. The default values should be fine in most cases, unless you're using some other patch that reserves tiles in SP1, for example: Sprite Status Bar, 32x32 Player Tilemap, lx5's Custom Powerups, lx5's Dynamic Spriteset System. In this case you may need to change some of them to avoid other tiles being overwritten. You can see the tile number in LM's 8x8 Tile Editor, by taking the value you see in the bottom left - $400 (e.g., "Tile 0x442" -> $42, "Tile 0x542" -> $142). These aren't used if you don't use the Retry prompt or if !no_prompt_draw = 1.

Name Value Description
!tile_curs $20 Sprite tile used for the cursor (note: if the prompt box is enabled, this uses two adjacent 8x8 tiles)
!tile_blk $22 Sprite tile used for the black background (note: if the prompt box is enabled, this uses two adjacent 8x8 tiles)
!tile_r $30 Sprite tile used for the "R" letter
!tile_e $31 Sprite tile used for the "E" letter
!tile_t $32 Sprite tile used for the "T" letter
!tile_y $33 Sprite tile used for the "Y" letter
!tile_x $4A Sprite tile used for the "X" letter (note: if the "Exit" option is disabled, this won't be used)
!tile_i $5A Sprite tile used for the "Y" letter (note: if the "Exit" option is disabled, this won't be used)

Sprite Status Bar Settings

Settings for the sprite status bar that comes with the Retry system.

!sprite_status_bar !remove_vanilla_status_bar

The following settings are only relevant if !sprite_status_bar = 1.

Default sprite tile and palette to use for each element in the status bar. These settings can be overridden per-level by using the configure_sprite_status_bar API routine (see API Information). If both !default_xxx_tile and !default_xxx_palette are $00, the item will be hidden by default.

Name Value Description
!default_item_box_tile $80 Sprite tile number used by the item box by default
!default_item_box_palette $0B Palette used by the item box by default
!default_timer_tile $88 Sprite tile number used by the timer by default
!default_timer_palette $08 Palette used by the timer by default
!default_coin_counter_tile $C2 Sprite tile number used by the coin counter by default
!default_coin_counter_palette $08 Palette used by the coin counter by default
!default_lives_counter_tile $00 Sprite tile number used by the lives counter by default (disabled by default).
!default_lives_counter_palette $09 Palette used by the lives counter by default (the included GFX is tailored for vanilla palette 9, using the berry colors)
!default_bonus_stars_tile $00 Sprite tile number used by the bonus stars counter by default (disabled by default)
!default_bonus_stars_palette $00 Palette used by the bonus stars counter by default (the included GFX is tailored for vanilla palette 9, using the berry colors)

General properties for sprite status bar elements.

Name Location Description
!item_box_x_pos $70 X position on the screen to draw the Item Box
!item_box_y_pos $07 Y position on the screen to draw the Item Box
!timer_x_pos $D0 X position on the screen to draw the timer
!timer_y_pos $0F Y position on the screen to draw the timer
!coin_counter_x_pos $D0 X position on the screen to draw the normal coin counter
!coin_counter_y_pos $17 Y position on the screen to draw the normal coin counter
!dc_counter_x_pos $9A X position on the screen to draw the Dragon/Yoshi coin counter
!dc_counter_y_pos $0F Y position on the screen to draw the Dragon/Yoshi coin counter
!lives_counter_x_pos $10 X position on the screen to draw the lives counter
!lives_counter_y_pos $0F Y position on the screen to draw the lives counter
!bonus_stars_x_pos $10 X position on the screen to draw the bonus stars counter
!bonus_stars_y_pos $17 Y position on the screen to draw the bonus stars counter
!always_draw_box !8x8_item_box_tile !draw_all_dc_collected !draw_retry_indicator

Death Counters Settings

!status_death_counter !status_death_word !ow_death_counter !ow_death_counter_x_pos !ow_death_counter_y_pos !ow_death_counter_props !ow_digit_0

Misc Settings

!use_legacy_tables
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